660 lines
16 KiB
C++
660 lines
16 KiB
C++
/*
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* Copyright 2018 Eric Arnebäck. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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/*
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* Reference(s):
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* - Next Generation Post Processing in Call of Duty: Advanced Warfare
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* https://web.archive.org/web/20180920045230/http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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#include "camera.h"
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#include "bounds.h"
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namespace
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{
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// pass that render the geometry of the boxes.
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#define RENDER_PASS_GEOMETRY_ID 0
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// the first downsample pass.
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#define RENDER_PASS_DOWNSAMPLE0_ID 1
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// the first upsample pass.
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#define RENDER_PASS_UPSAMPLE0_ID ( (TEX_CHAIN_LEN-1) + 1)
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// the final pass the combines the bloom with the g-buffer.
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#define RENDER_PASS_COMBINE_ID ( (TEX_CHAIN_LEN-1) + 1 + (TEX_CHAIN_LEN-1) )
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// number of downsampled and then upsampled textures(used for bloom.)
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#define TEX_CHAIN_LEN 5
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static float s_texelHalf = 0.0f;
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struct PosVertex
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{
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float m_x;
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float m_y;
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float m_z;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosVertex::ms_decl;
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struct PosTexCoord0Vertex
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{
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float m_x;
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float m_y;
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float m_z;
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float m_u;
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float m_v;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
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constexpr float cs = 0.29f;
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static PosVertex s_cubeVertices[24] =
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{
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{-cs, cs, cs },
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{ cs, cs, cs },
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{-cs, -cs, cs },
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{ cs, -cs, cs },
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{-cs, cs, -cs },
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{ cs, cs, -cs },
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{-cs, -cs, -cs },
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{ cs, -cs, -cs },
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{-cs, cs, cs },
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{ cs, cs, cs },
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{-cs, cs, -cs },
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{ cs, cs, -cs },
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{-cs, -cs, cs },
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{ cs, -cs, cs },
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{-cs, -cs, -cs },
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{ cs, -cs, -cs },
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{ cs, -cs, cs },
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{ cs, cs, cs },
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{ cs, -cs, -cs },
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{ cs, cs, -cs },
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{-cs, -cs, cs },
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{-cs, cs, cs },
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{-cs, -cs, -cs },
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{-cs, cs, -cs },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 2, 1,
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1, 2, 3,
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4, 5, 6,
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5, 7, 6,
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8, 10, 9,
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9, 10, 11,
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12, 13, 14,
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13, 15, 14,
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16, 18, 17,
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17, 18, 19,
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20, 21, 22,
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21, 23, 22,
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};
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void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
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{
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if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
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PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
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const float minx = -_width;
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const float maxx = _width;
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const float miny = 0.0f;
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const float maxy = _height*2.0f;
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const float texelHalfW = _texelHalf/_textureWidth;
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const float texelHalfH = _texelHalf/_textureHeight;
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const float minu = -1.0f + texelHalfW;
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const float maxu = 1.0f + texelHalfH;
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const float zz = 0.0f;
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float minv = texelHalfH;
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float maxv = 2.0f + texelHalfH;
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if (_originBottomLeft)
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{
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float temp = minv;
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minv = maxv;
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maxv = temp;
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minv -= 1.0f;
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maxv -= 1.0f;
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}
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = zz;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = zz;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = maxx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = zz;
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vertex[2].m_u = maxu;
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vertex[2].m_v = maxv;
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bgfx::setVertexBuffer(0, &vb);
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}
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}
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class ExampleDeferred : public entry::AppI
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{
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public:
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ExampleDeferred(const char* _name, const char* _description)
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: entry::AppI(_name, _description)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable m_debug text.
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bgfx::setDebug(m_debug);
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// Set palette color for index 0
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bgfx::setPaletteColor(0, UINT32_C(0x00000000) );
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// Set geometry pass view clear state.
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bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 0
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, 0
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);
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// we need to clear the textures in the chain, before downsampling into them.
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewClear(RENDER_PASS_DOWNSAMPLE0_ID + ii
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 0
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);
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}
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// Create vertex stream declaration.
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PosVertex::init();
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PosTexCoord0Vertex::init();
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosVertex::ms_decl
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);
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
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s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Sampler);
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s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
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s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler);
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u_pixelSize = bgfx::createUniform("u_pixelSize", bgfx::UniformType::Vec4);
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u_intensity = bgfx::createUniform("u_intensity", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
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// Create program from shaders.
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m_geomProgram = loadProgram("vs_albedo_output", "fs_albedo_output");
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m_downsampleProgram = loadProgram("vs_fullscreen", "fs_downsample");
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m_upsampleProgram = loadProgram("vs_fullscreen", "fs_upsample");
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m_combineProgram = loadProgram("vs_fullscreen", "fs_bloom_combine");
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m_gbuffer = BGFX_INVALID_HANDLE;
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for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
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{
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m_texChainFb[ii] = BGFX_INVALID_HANDLE;
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}
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// Imgui.
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imguiCreate();
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m_timeOffset = bx::getHPCounter();
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const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
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// Get renderer capabilities info.
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m_caps = bgfx::getCaps();
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m_oldWidth = 0;
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m_oldHeight = 0;
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m_oldReset = m_reset;
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m_scrollArea = 0;
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cameraCreate();
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cameraSetPosition({ 0.0f, 0.0f, -15.0f });
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cameraSetVerticalAngle(0.0f);
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}
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virtual int shutdown() override
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{
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// Cleanup.
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cameraDestroy();
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imguiDestroy();
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if (bgfx::isValid(m_gbuffer) )
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{
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bgfx::destroy(m_gbuffer);
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}
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for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
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{
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bgfx::destroy(m_texChainFb[ii]);
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}
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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bgfx::destroy(m_geomProgram);
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bgfx::destroy(m_downsampleProgram);
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bgfx::destroy(m_upsampleProgram);
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bgfx::destroy(m_combineProgram);
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bgfx::destroy(s_albedo);
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bgfx::destroy(s_tex);
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bgfx::destroy(s_depth);
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bgfx::destroy(s_light);
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bgfx::destroy(u_mtx);
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bgfx::destroy(u_pixelSize);
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bgfx::destroy(u_intensity);
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bgfx::destroy(u_color);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(
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m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const float deltaTime = float(frameTime/freq);
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float time = (float)( (now-m_timeOffset)/freq);
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if (2 > m_caps->limits.maxFBAttachments)
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{
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// When multiple render targets (MRT) is not supported by GPU,
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// implement alternative code path that doesn't use MRT.
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bool blink = uint32_t(time*3.0f)&1;
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bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. ");
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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}
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else
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{
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if (m_oldWidth != m_width
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|| m_oldHeight != m_height
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|| m_oldReset != m_reset
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|| !bgfx::isValid(m_gbuffer) )
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{
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// Recreate variable size render targets when resolution changes.
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m_oldWidth = m_width;
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m_oldHeight = m_height;
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m_oldReset = m_reset;
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if (bgfx::isValid(m_gbuffer) )
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{
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bgfx::destroy(m_gbuffer);
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}
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const uint64_t tsFlags = 0
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| BGFX_TEXTURE_RT
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| BGFX_SAMPLER_U_CLAMP
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| BGFX_SAMPLER_V_CLAMP
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;
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for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
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{
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if (bgfx::isValid(m_texChainFb[ii]) )
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{
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bgfx::destroy(m_texChainFb[ii]);
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}
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const float dim = float(1 << ii);
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m_texChainFb[ii] = bgfx::createFrameBuffer(
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(uint16_t)(m_width / dim)
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, (uint16_t)(m_height / dim)
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, bgfx::TextureFormat::RGBA32F
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, tsFlags
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);
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}
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bgfx::TextureHandle gbufferTex[] =
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{
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags),
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bgfx::getTexture(m_texChainFb[0]),
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags),
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};
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m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);
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}
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 6.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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ImGui::SliderFloat("intensity", &m_intensity, 0.0f, 3.0f);
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ImGui::End();
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// Update camera.
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cameraUpdate(deltaTime, m_mouseState);
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float view[16];
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cameraGetViewMtx(view);
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float proj[16];
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// Setup views
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{
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bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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const float dim = float(1 << (ii + 1) );
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bgfx::setViewRect(RENDER_PASS_DOWNSAMPLE0_ID + ii, 0, 0
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, uint16_t(m_width / dim)
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, uint16_t(m_height / dim)
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);
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}
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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const float dim = float(1 << (TEX_CHAIN_LEN - ii - 2) );
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bgfx::setViewRect(RENDER_PASS_UPSAMPLE0_ID + ii, 0, 0
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, uint16_t(m_width / dim)
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, uint16_t(m_height / dim)
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);
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}
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bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
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bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer);
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bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
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bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, uint16_t(m_width), uint16_t(m_height));
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bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, m_caps->homogeneousDepth);
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewTransform(RENDER_PASS_DOWNSAMPLE0_ID + ii, NULL, proj);
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bgfx::setViewFrameBuffer(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_texChainFb[ii+1]);
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}
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewTransform(RENDER_PASS_UPSAMPLE0_ID + ii, NULL, proj);
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bgfx::setViewFrameBuffer(RENDER_PASS_UPSAMPLE0_ID + ii, m_texChainFb[TEX_CHAIN_LEN - ii - 2]);
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}
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bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
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}
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const uint32_t kNum = 9;
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const int kNumColors = 5;
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const float color[4*kNumColors] =
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{ // Palette: http://www.colourlovers.com/palette/3647908/RGB_Ice_Cream
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0.847f*0.2f, 0.365f*0.2f, 0.408f*0.2f, 1.0f,
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0.976f*0.2f, 0.827f*0.2f, 0.533f*0.2f, 1.0f,
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0.533f*0.2f, 0.867f*0.2f, 0.741f*0.2f, 1.0f,
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0.894f*0.2f, 0.620f*0.2f, 0.416f*0.2f, 1.0f,
|
|
0.584f*0.2f, 0.788f*0.2f, 0.882f*0.2f, 1.0f,
|
|
};
|
|
|
|
// Render a whole bunch of colored cubes to the g-buffer.
|
|
for (uint32_t xx = 0; xx < kNum; ++xx)
|
|
{
|
|
bgfx::setUniform(u_color, &color[4 * (xx % kNumColors)]);
|
|
|
|
float mtx[16];
|
|
|
|
bx::mtxIdentity(mtx);
|
|
|
|
const float tt = (float)xx / (float)kNum + 0.07f * time;
|
|
const float rr = bx::sin(0.47f * time * bx::kPi2) + 1.4f;
|
|
|
|
mtx[12] = bx::sin(tt * bx::kPi2)*rr;
|
|
mtx[13] = bx::cos(tt * bx::kPi2)*rr;
|
|
mtx[14] = 0.2f * (float)xx / (float)kNum;
|
|
|
|
// Set transform for draw call.
|
|
bgfx::setTransform(mtx);
|
|
|
|
// Set vertex and index buffer.
|
|
bgfx::setVertexBuffer(0, m_vbh);
|
|
bgfx::setIndexBuffer(m_ibh);
|
|
|
|
// Set render states.
|
|
bgfx::setState(0
|
|
| BGFX_STATE_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
| BGFX_STATE_WRITE_Z
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_MSAA
|
|
);
|
|
|
|
// Submit primitive for rendering to view 0.
|
|
bgfx::submit(RENDER_PASS_GEOMETRY_ID, m_geomProgram);
|
|
}
|
|
|
|
// Now downsample.
|
|
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
|
|
{
|
|
const float dim = float(1 << (ii + 1) );
|
|
const float pixelSize[4] =
|
|
{
|
|
1.0f / (m_width / dim),
|
|
1.0f / (m_height / dim),
|
|
0.0f,
|
|
0.0f,
|
|
};
|
|
|
|
bgfx::setUniform(u_pixelSize, pixelSize);
|
|
bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[ii]) );
|
|
|
|
bgfx::setState(0
|
|
| BGFX_STATE_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
);
|
|
|
|
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
|
|
bgfx::submit(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_downsampleProgram);
|
|
}
|
|
|
|
// Now upsample.
|
|
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN - 1; ++ii)
|
|
{
|
|
const float dim = float(1 << (TEX_CHAIN_LEN - 2 - ii) );
|
|
|
|
const float pixelSize[4] =
|
|
{
|
|
1.0f / (float)(m_width / dim),
|
|
1.0f / (float)(m_height / dim),
|
|
0.0f,
|
|
0.0f,
|
|
};
|
|
const float intensity[4] = { m_intensity, 0.0f, 0.0f, 0.0f };
|
|
|
|
bgfx::setUniform(u_pixelSize, pixelSize);
|
|
bgfx::setUniform(u_intensity, intensity);
|
|
|
|
// Combine color and light buffers.
|
|
bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[TEX_CHAIN_LEN - 1 - ii]) );
|
|
|
|
// As we upscale, we also sum with the previous mip level. We do this by alpha blending.
|
|
bgfx::setState(0
|
|
| BGFX_STATE_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
| BGFX_STATE_BLEND_ADD
|
|
);
|
|
|
|
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
|
|
bgfx::submit(RENDER_PASS_UPSAMPLE0_ID + ii, m_upsampleProgram);
|
|
}
|
|
|
|
// Do final pass, that combines the bloom with the g-buffer.
|
|
bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
|
|
bgfx::setTexture(1, s_light, bgfx::getTexture(m_texChainFb[0]) );
|
|
bgfx::setState(0
|
|
| BGFX_STATE_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
);
|
|
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
|
|
bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
|
|
}
|
|
|
|
imguiEndFrame();
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bgfx::VertexBufferHandle m_vbh;
|
|
bgfx::IndexBufferHandle m_ibh;
|
|
|
|
bgfx::UniformHandle s_albedo;
|
|
bgfx::UniformHandle s_tex;
|
|
bgfx::UniformHandle s_depth;
|
|
bgfx::UniformHandle s_light;
|
|
bgfx::UniformHandle u_pixelSize;
|
|
bgfx::UniformHandle u_intensity;
|
|
bgfx::UniformHandle u_color;
|
|
|
|
|
|
bgfx::UniformHandle u_mtx;
|
|
|
|
bgfx::ProgramHandle m_geomProgram;
|
|
bgfx::ProgramHandle m_downsampleProgram;
|
|
bgfx::ProgramHandle m_upsampleProgram;
|
|
bgfx::ProgramHandle m_combineProgram;
|
|
|
|
bgfx::FrameBufferHandle m_gbuffer;
|
|
bgfx::FrameBufferHandle m_texChainFb[TEX_CHAIN_LEN];
|
|
|
|
uint32_t m_width;
|
|
uint32_t m_height;
|
|
uint32_t m_debug;
|
|
uint32_t m_reset;
|
|
|
|
float m_intensity = 1.0f;
|
|
|
|
uint32_t m_oldWidth;
|
|
uint32_t m_oldHeight;
|
|
uint32_t m_oldReset;
|
|
|
|
int32_t m_scrollArea;
|
|
|
|
entry::MouseState m_mouseState;
|
|
|
|
const bgfx::Caps* m_caps;
|
|
int64_t m_timeOffset;
|
|
};
|
|
|
|
} // namespace
|
|
|
|
ENTRY_IMPLEMENT_MAIN(ExampleDeferred, "38-bloom", "Bloom.");
|